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Topics - Schwenkgott

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Events / ADMW Winter Special - OCTGN Tournament - Players Q&A
« on: March 11, 2017, 12:00:29 PM »
Round of 8 Interviews

Aridigas, after losing the match against Keejchen:

Q: What do you think about your last opponent Keejchen?

A: Keejchen is a very strong Mage Wars player with a lot of game knowledge. Out of my opponents, maybe even out of all starters I actually rate him the strongest. He totally deserved to win this time. But there will be another time, I'm sure.

Q: What were your thoughts after finishing the first round of your match against Keejchen?

A: After the very first round my exact thought was: "I know that opening from somewhere!" Okay, not my exact thought, as I usually think in german.
I wasn't too pleased with my own opening. I had lots of creatures I could summon before going to burn some Dwarf.

Q: How do you see the matchup Arraxian Crown Warlock vs Anvil Throne Warlord in general?

A: With the lastest expansions Paladin vs. Siren and Lost Grimoire the ATW got some really nice tools and toys. But Academy Warlock gave the Araxian Crown a nice boost as well. However I do think the Warlord might have a slight edge over the Warlock, as he can play a better Wand game.

Q: In retrospect, What have been your major mistakes in the last game and what would you have done differently, if you had the chance?

A: During play I already made the wrong decision in attacking the ballista early on. I could have stayed in my corner, use my forge and summon more creatures, as the initial plan was. But I didn't want to lose my forge, so I took countermeasures. I didn't lose my forge and could use it to some success later on, so I guess that worked out at least?
But my main mistakes happened during book construction. I totally forgot to include tanglevines and equipment removal spells. In some situations a tanglevine would have saved me a lot of trouble.
The book I played didn't even exist 3 hours before the game and I took anoher approach to deckbuilding than usual. Normally I load up octgn, open the list of all spells in the spellbookbuilder and add anything I like to my book. This usually ends with 160 points without attack spells (I somehow add them last every time). For this book I hid the spells and used the search bar to add any spell I really wanted to have. Started with 2 Mage Wands and 2 Teleports, if I remember correctly. I ended up with less spellbook points then ever and could more easily tweak the book. Apparently this method is dangerous for a first play, as you might miss spells like Tanglevine, Dissolve or Acid Ball.

Q: Your next opponent will be the loser of Parkdeck vs Theasaris. Any preferences?

A: I'd like Theasaris to advance, as this is my bet in the betting game, so I'd say Parkdeck.
But I'm confident enough to say I can beat both. At once! With an academy book! Without any cards! By beating them with my 2 dice melee attack every round! With my hands tied to my back! And they can't even wallpush me that good, because my mage is only Level 4. Checkmate!
No, seriously, I wish good luck to both of them!

Q: You already won some local Organized Plays and have been around on Octgn for a long time. Will you be able to finish the tournament as the last man standing?

A: I promised Keejchen a rematch and doubt he will lose before encountering me again. 2 losses during a tournament is enough for me.

Links to the match:
Schwenkgott https://www.youtube.com/watch?v=jcl1ISXdxhA
Arcane Duels https://www.youtube.com/watch?v=xC1QNpORqN4
Aridigas https://www.youtube.com/watch?v=igdyNU7UFO4

General Discussion / Thunderdome Insight (Player Interviews)
« on: October 22, 2015, 12:03:03 PM »
I had the idea to talk with the players about the Thunderdome, the recent matches and Mage Wars in general.

Here you will see the result :)

Events / Octgn Thunderdome I.
« on: May 27, 2015, 09:21:19 AM »
OCTGN Thunderdome I.
Two mages enter,
one mage leaves!

The second installment of the OCTGN Mage Wars tournament is taking place on July. It is called Thunderdome I. because the last tournament was merely a beta test for us.

For more information and registration visit http://challonge.com/ThunderdomeOne

Events / First Mage Wars Tournament on OCTGN
« on: April 25, 2015, 02:14:38 PM »
First OCTGN Mage Wars Tournament
On the 23th and 24th May, I will start the first Mage Wars tournament on OCTGN. Because I am hosting this event for the first time,  the number of participants is limited to 8 players.

This will be the rules:
 - The first two rounds (Quarterfinal and Semifinal) will be held on Saturday (afternoon and evening gmt+1), that will be late morning and early afternoon for the players from America. The final round starts on Sunday (evening gmt+1). That’s again early afternoon in America.
- Encounters will be chosen randomly. Right from the first game the tournament is played according to the knock-out system, meaning who ever loses his game is out of the tournament. The player who wins three times in a row will be the winner of the tournament.
- Each player may only use the same deck during all of his his games. A copy of this deck (Format: .o8d) has to be sent to me before the first game. In the game the referees will look at each players used spells and compare with their declared decks.  If anyone uses a spell that is not in the specified deck, the player will be disqualified.
- The referee monitors compliance with the Mage Wars rules and helpful when ever there is a problem between the players concerning these rules.
- A game has no time limit, winner is the mage who survives at the end. In the event of a tie, the player who has the highest mana value on the field (Creatures + Enchantments +  Conjurations + Equipment)
- All cards available on OCTGN are allowed in this tournament, this includes promo cards. The only exception is the Ballista. It is treated as if it had the Trait Unique.

If you want to participate in the tournament, send a PM to me on the forums or via OCTGN. If interested, I can give you a quick tutorial how to install and use OCTGN.

Number of players signed in at this time: 8/8
Waiting list: 1/2

Rules Discussion / Force Push and Wall of Pikes
« on: April 25, 2015, 02:13:56 PM »
Force Push
Target creature is Pushed 1 zone in the direction of your choice. This will not Push it through a wall with the Passage Attacks trait, unless you pay an additional 3 mana when this spell is cast.

I want to push a creature through a Wall of Pikes from the side, where no pikes will do any harm. How much mana do i have to pay?

Rules Discussion / Beastmaster's Quick Summoning and Jinx
« on: April 10, 2015, 12:51:03 PM »
Watching the Arcane Duels episode and thinking about ways to prevent the Beastmaster building up his army, a question came up.
Will the Quick Summoning Ability (LvL 1 Animal as Quick Cast) trigger Jinx?

Once per round, the beastmaster may summon a LvL 1 animal creature as a quick spell."

If the Beastmaster stands still upon summoning and uses his Full Action, he might say: Thats a Full Cast, so no Jinx possible.
But what would happen, if he moves first (Full Action) or uses his Quick Cast Marker for it?

Rules Discussion / Jinx and Nullify at the same time
« on: September 12, 2014, 01:24:39 AM »
My mage has Jinx and Nullify from the enemy on him. I cast an quick Incantation/Enchantment that targets myself.

Does the enemy have to reveal both spells (only paying cost for one?)
Or is it enough to reveal jinx, while Nullify stays hidden? (Although my spell targets my mage and fullfills the Nullify reveal condition)

General Discussion / Mage Wars on OCTGN
« on: September 09, 2014, 01:28:20 AM »
Are you are a big fan of Mage Wars, but you have problems finding players to play when you have the itch to enter the arena? You just want to try out that new spellbook? Want to practice an opening and see how much it will cost but don’t want to break everything out just for 5-10 minutes of your time? If so, then the Mage Wars module for OCTGN is the solution :)


-   Find and challenge new Mages from all over the world.
-   Get in contact with the kind and helpful community.
-   Meet again the people from the last tournament to grant them revenge.
-   View a game as a Spectator, watch your potential opponents’ games to know more about their play style and any special tricks they may spring on you.
-   Many ease of play features: Channeling, Flipping Markers, and Burn/Rot/Bleed Damage are all automated.
-   All Cards from Mage Wars Core Set, the four expansions, plus all of the released Promo Cards are available to build your Spellbooks with!
-   Customize and save your Spellbooks with the OCTGN Spellbook builder.
-   Import other player’s spellbooks from the Mage Wars Forum to the Spellbook builder for further editing and review purposes or export them to the same format used by the online Mage Wars Spellbook builder.
-   A large variety of game boards for different game styles and flavor. Everything from the 2x3 zone apprentice game board to 4x6 double sized multiplayer board!
-   Have a question or problem while playing? Game rules, the FAQ, and Condition Markers are available in game as pdf files, easy to access within the games module.
-   12 pre-constructed OCTGN exclusive Apprentice Spellbooks with 60 spellpoints for each mage to learn or teach the basics of the game along with the original Mage Wars Apprentice Spellbooks.
-   Tired of the randomness of winning or losing based on the luck of the draw? Still want the ability to build your custom decks? Mage Wars is just what you are looking for, and we don’t build custom “decks”, we build custom “Spellbooks!”

How do I get all of this up and running?

1)   Download and install the latest version of OCTGN http://www.octgn.net/Home/GetOctgn.
2)   Create your Account
3)   Install the Mage Wars Module for OCTGN
- In OCTGN, click on the GAMES MANAGER tab
- Click ADD GAME FEED button
- In the NAME text box, enter a name to describe the feed (such as “New Games”)
- In the FEED URL/PATH text box, copy and paste this link: https://www.myget.org/f/octgngamedirectory
- Click the newly-added feed in the list to the left
- Scroll through the list of games and install the Mage Wars Module
4)    Install the latest Image-Pack for all the cards
- download the Image Pack https://www.dropbox.com/sh/hacumnmrvtmpn9o/TZW6O2IPPD
- In OCTGN, in the GAMES MANAGER tab click on the click ADD IMAGE PACK button and point to the location when you downloaded the Image Pack
5)    Install the Deckbuilder Plugin
- Look for the file named OCTGN-SBB-for-MageWars.msi, you’ll find it deep inside your OCTGN Folder at
c:\user\<username>\my documents\OCTGN\GameDatabase\<GameID>\Plugins folder
- Make sure that OCTGN is closed down and run the installer by double clicking on it.  When you restart OCTGN you will now be able to check how many of your spellpoints you have spent and validate that you have the valid types and number of cards in your spellbook.
6)    Once you are ready to adventure in to the arena, just click on PLAY OR SPECTATE in OCTGN
7)    When you are in a game, remember to check out the Game Documents in the menu above to get some fast answers to any questions concerning Mage Wars or OCTGN
8 )   For full details and more the home page for the Mage Wars on OCTGN module can be found herehttp://octgn.gamersjudgement.com/wordpress/magewars/. There are sections such as “How to Play”, “Install Image Packs”, and the always handy: “FAQ”
Looking for Players on OCTGN?  Need to ask a how-to-question?

-   ghorgorbey
-   henry_ketchup
-   jacksmack
-   moonshield
-   murphy
-   rumengsq
-   Schneeente
-   Schwenkgott
-   sIKE23
-   skv01
-   trivium
-   vere
-   wt200

See you in the Arena!

Rules Discussion / Bim-Shalla and Poisoned Blood
« on: September 08, 2014, 03:07:35 PM »
Mage A wants to heal himself with Bim-Shalla. Mage B has a hidden Poisoned Blood on Mage A and reveals it, after Mage A declares his action.

Is the healing going through or prevented? Or otherwise: Does the healing from Bim-Shalla separated in two phases like Declare and Resolve?

Rules Discussion / Pacify in the Rules Supplement
« on: August 28, 2014, 05:18:57 AM »
The payment of 2 mana is part of the cost of making the attack. Thus, you cannot declare the attack if you don't have the 2 mana to pay.

You cannot reveal Pacify “in response” to the declaration of an attack in order to force the opponent to pay 2 extra mana. Pacify can be revealed before the Declare Attack Step, or after it, but not during it. (Once an attack is declared, the earliest opportunity you could reveal Pacify is at the end of the Declare Attack Step, which is after costs are calculated and paid.)

Pacify will work against spell attacks. On a spell attack, since the attack is actually made when the spell resolves, the additional 2 mana is paid when the spell resolves. (For example, if a Familiar is casting an attack spell, his opponent could reveal a Pacify at the end of the Counter Spell Step. During the Resolve Spell Step, the spell would resolve and the attack sequence begins, at which point the Familiar’s controller would have to pay 2 mana if able; if not, then the attack would not happen and the spell would be wasted.)


Somehow i cannot follow this.
If a Creature declares a melee attack, it's too late to reveal Pacify, because the Declare Attack Step has passed.
What is different with a spell from a familiar? The first step when casting a spell is a declaration step too. Why would revealing [mwcard=MW1E30]Pacify[/mwcard] after this step do any good? The Resolve Spell step is obviously after the Declare attack step.

Player Feedback and Suggestions / FiF Rulebook and Codex
« on: August 27, 2014, 03:52:59 AM »
Will this be available in the Ressources and Download section?

Spellbook Design and Construction / Adramelech Face Melter
« on: August 19, 2014, 05:31:40 AM »
This is my first Deck, i want to show you guys.  Played and won with it three times. It's called Adramelech Face Melter ... for a good reason :)
Maybe i can help some of you, that are confused about possible playstyles of the new Warlock.

[spellbookname]Adramelech Face Melter[/spellbookname]
[mage]A Adramelech Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[mwcard=MW1A06]6 x Flameblast[/mwcard]
[mwcard=MW1A04]4 x Fireball[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MWSTX2FFA01]2 x Devil's Trident[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MW1W03]2 x Wall of Fire[/mwcard]
[mwcard=MWPROMO41]1 x Fire Elemental[/mwcard]
[mwcard=MWSTX2FFE01]3 x Adramelech's Touch[/mwcard]
[mwcard=MWSTX2FFE07]3 x Rust[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=MW1E27]3 x Marked for Death[/mwcard]
[mwcard=MWSTX2FFE03]1 x Arcane Corruption[/mwcard]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=MW1E08]2 x Death Link[/mwcard]
[mwcard=MW1E32]2 x Regrowth[/mwcard]
[mwcard=MWSTX2FFE02]2 x Akiro's Favor[/mwcard]
[mwcard=MW1E21]2 x Hawkeye[/mwcard]
[mwcard=MW1E22]1 x Hellfire Trap[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1Q10]2 x Fireshaper Ring[/mwcard]
[mwcard=MW1Q14]2 x Lash of Hellfire[/mwcard]
[mwcard=MW1Q06]2 x Dragonscale Hauberk[/mwcard]
[mwcard=MWSTX2FFQ01]1 x Adramelech's Torment[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[mwcard=DNQ01]1 x Cloak of Shadows[/mwcard]
[mwcard=MWSTX2FFI01]2 x Combustion[/mwcard]
[mwcard=MWSTX2FFI05]4 x Ignite[/mwcard]
[mwcard=MW1I11]2 x Explode[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[cost]Total cost: 120 pts[/cost]

The basic strategy of this deck is to get in your enemies face asap and melt it with hellfire!
(the fire elemental should not confuse you. on octgn we play with these promocards, but you can use the spellpoints otherwise)

First turn 19 Mana: Move 1, cast Hawkeye (hidden, 2) and Ring of Curses (2)

Second turn 24 Mana: Move 1, cast Fireshaper Ring (3) and Adramelechs Touch on enemy mage (revealed, 4)
(If the enemy plays defensive and stays in his corner, you can do something else here in preparation phase)

Third turn 26 Mana: Move 1, cast Marked for Death (revealed, 5) and Fireball (8 )
You can cast a 10 dice fireball here. If the enemy deployed Armor, you can think about using Acid Ball or Dissolve next turn.
Just ignore enemy creatures and try to use both actions with attack spells. Try to use 8 dice Fireblast first, so block or reverse attack is useless.
After the first 10 Dice Fireball hits, the enemy is in a world of pain  8)
When running out of mana, you can use Ignite on a Creature or Conjuration in the enemy mages zone and swap the burn to him. Always pay the wanted burn mana cost of Adramelechs Touch, so you can use a 5 mana Combustion if the enemy is heated up to finish him (beware of nullify).

Bad things, that may hinder you:
1) Enemy mage uses Guard with Intercept -> just teleport the mage or the guard away from each other.
2) Enemy mage uses heavy armor -> 8-10 dice attacks hurt, even with armor. But you should reduce the armor with Acid Ball or Dissolve.
3) Enemy mage dispels/dissolves curses (Marked for death) or buffs (Hawkeye, Fireshaper Ring) -> Marked for Death has to be recast (you lose 2 dice with no curse on enemy), recasting the rest is up to you.
4) Enemy mage tries to stay out of LoS -> It's not easy to evade a range 2 Fireball at all. You can use teleport to bring you near the enemy (Move 1, teleport 1, use quickcast Fireblast for example)

Additional Stuff:
The Forge and the crystal are in the deck for another opening. Open with these to be less vulnerabe (easy deploy some armor)

Rules Discussion / Reach, Guard and Flying
« on: June 05, 2014, 11:26:26 AM »
Imagine the following situation:

A Warlock is in the zone with two enemies (a guarding creature on the ground and a flying creature). The Warlock has the Lash of Hellfire equipped and wants to attack the flying creature with the Reach Ability of the Weapon.

Two possibilities
-> first: A guard on the ground cannot prevent 2 flying units in the air from fighting. The Warlocks attack goes in the air. Although it is a melee attack, its target domain is not in the guards reach. The Warlock may attack the flying creature.

-> second: The guard redirects all melee attacks made in that zone onto itself, so the Warlock has to attack the guard and cannot attack the flying creature.

Whats the answer to this problem?

Player Feedback and Suggestions / Where are the girls?
« on: May 26, 2014, 10:51:36 AM »
As every afternoon, i was meditating in my room to reach Enlightenment. Suddenly i tought came into my mind:

Between all the humanoid like forces of Mage Wars, is there only 1 (!) girl ... the Royal Archer!

"Oh wait" you gonna say now "there is more". Yes, but i do not count the mages in here. The Archer is the only female creature.

What could a female do on the battlefield? Maybe fight? Yes, but of couse support the fighters. But even the clerics are male as far as i can see.

Why is that? ;)

Hi guys,

i just want to use this post to tell you about a very epic 2vs2 game we played on Octgn last night.
Murphy and me played the warlord and the priestress against Johansson and Henry_Ketchup with the Druid and the Forcemaster.
I dont know exactly what the spellbooks of our opponent looked like, our spellbooks were focused on 1on1 games and there were hardly any synergy.
We played with our own 2vs2 Ruleset, that i have mentioned before in other posts (shared life, team initiative, no teleport on enemy mages).
My Team had 53 shared life, the other team had 51 shared life (with treebond)
The gameboard we played on was the 4x5 zones Forest Map.

Round 1 (Initiative Priestress/Warlord)
We had in mind to stay defensive until we have enough creatures to push through.  So we did set up our spawnpoints. My soldiers should profit from Warlords Battle commands and incantations with the Horn of Gothos.
I played a Temple of Asyra at our side and a Cleric to fill it with Mana.
Murphy played a Barracks in the corner, while moving 1 and placing a Garrison Post.
Jonhansson spawned a Druids Leaf Ring for his Mage and a Vine Tree with lifebond in the corner.
The Forcemaster played a defensive Forge and a Thoughtspore.
At this point a was anticipating a Wall of Thornes & Push attack.

Round 2 (Initiative Druid/Forcemaster)
I buffed my Temple of Asyra with a Harmonize and equipped a Enchanters Ring. My Cleric send Mana to the Temple.
Murphy spawned two Goblin Builders (to himself and to Garrison Post) and a Meditation Amulet for his Mage.
Henry  surprised us by placing a Suppression Orb to his corner, not easy to reach for us. After this quickcast, he used his Thoughtspore to teleport to zones in our direction (1 zone away from Garrison Post) and guarded there.
He spawned his Pixxi Fellella and hidden enchanted his Forcemaster buddy before he teleported to the front.
The Suppression Orb definitely brought us some problems here. We could spawn a lot of creatures of course, but while moving, we would waste a lot of mana. But to get rid of this nasty Orb, we had to move our creatures closer. Not a good start for us. Only option is play more defensive and try not to use to many move actions. But little did we know … the would of pain would come to us…

Round 3 (Initiative Priestress/Warlord)
My Temple spawned the first Royal Archer to get some board control. To use the Enchanters Ring I placed a hidden Regrowth on my mage for the trouble ahead and spawned a second Cleric.
Murphy meditated for some mana and placed a Wall of Pikes between his Garrison Post and the enemy Forcemaster to give us more time.
The Tree spawned a Vine Snapper in his own zone. Fellella started with a hidden zone enchantment to a zone, that is 2 zones away from the Vine Tree. That could have been anything, I said to me and spend no further brain activity to this. No dangerous to us, so we ignored it. The druid used his Meditation ability and spawned a Enchanters Wardstone.
With the hidden Bear Strenght revealed, he attack the Wall of Pikes with melee attack and his freshly spawned Dancing Scimitar, but failed to destroy it. Finally he spawned a Force Ring with his Quick Cast.
At this point, we did not worry about the Forcemaster at all. Even with enchantments, we were sure to handle him very easy with our spawned creatures if he should attack our domain.

Round 4 (Initiative Druid/Forcemaster)
With enough mana on my Temple, I summoned the one and only Joseph Trublood, High Cleric and Defender of the Rightous  to heal our troops. Additionally I equipped my mage with a Mage Wand (with bound Spell Heal) and a hidden enchant (Rhino Hide).
The forcemaster, now equipped with Galvatar Force Blade, pulled a Goblin Builder, that tried to flank him in order to charge the suppression orb, to his zone and sweeping striked the goblin and the Wall of Pikes successfully. Both went down.
Murphy brought ranged power to the board by summoning a Goblin Slinger to the Garrison Post and meditated over this brilliant move . After the first Goblin builder was killed, he moved the second one to the Forcemasters zone and guarded. I wasn’t exactly sure, what plan was behind it.
The Druid repeated his last move: A second Vine Snapper in the Vine Tree zone (well protected Tree), a meditation and a second hidden Zone Enchant from Fellella, this time, closer to us.

Round 5 (Initiative Priestress/Warlord)
Now it gets very nasty… the Damocles sword appeared over our heads.
Murphy did not spawn anything and used his mana to Force Push his Goblin Builder from the Forcemasters Zone to the enemy lines. Right after that he placed another Garrison Post very close to the Suppression Orb. Good move, we should be able to attack and destroy it without paying to many mana. But the excitement would not be there for long.
He spawned a third Vine Snapper in the Tree Zone. Fellella moved first and placed a third hidden enchantment, 1 zone away from our Mages. Fortified Position to cover the charge of the Forcemaster? The Druid meditated later.
Now the problems started: Using his quickcast right after Fellellas action, Henry Force Pulled the Warlord to him, Murphys brave warrior ended up in a zone with one of these hidden enchantments from Fellella. I hammered my head to my keyboard and cursed me for not seeing it. The enchantment was revealed: Teleport Trap. The Warlord was teleported in the direction of the Vine Tree, right in another hidden enchantment, Teleport Trap again. After the third Teleport Trap, the Warlord, that had already used his move action for meditation, stood in the Corner Zone with all the Vine Snappers, ready to eat him. With a quickcast Rouse of the Beast from the Druid, the Warlord faced a 15 dice attack from three Vine Snappers.

I equipped my Mage with a Ring of Asyra and had a Dispel prepared for a Forcemaster Enchant, but I decided not to use it, because Murphy was in deep trouble. Although Joseph Trublood was healing me (Shared life), the Round was not exactly good for us. After the attack from the Vine Snappers, we were at 14 damage.

Round 6 (Initiative Druid/Forcemaster)
Our initiative, great thing. What can you expect from the enemy if your Mage is placed in such a tough spot? Tanglevine! What helps against Tanglevine? Teleport! But there is one problem, right Murphy?! :D His super Warlord deck has neither Teleport, not any other Arcane stuff (arg!). Why bring Teleport, if you cannot use it against enemy mages … Ok, so we have to deal with the problem otherwise ….
Of course, there is the Tanglevine. Warlord will stay a while to play with the Vine Snappers. After that he equipped his mage with Eagleclaw Boots and Force Pushed a Goblin somewhere, but that was not important.
The Forge equipped the Forcemaster with a Dragonscale Hauberk and he played two hidden enchantments on my Priestress.
With Murphy unable to Teleport out himself, it was my turn to help him. At this moment a was  4 zones away and hindered by Vine Markers. I spawned a second Royal Archer with my Temple and tried to move in the direction of the Warlord. Hidden enchantment was revealed: Force Hold, so no movement for me. I had a Teleport prepared, but the second hidden enchant could have been Nullify or Jinx, so I played first Temple of Bim Shalla to check for Jinx. The Placement was successful, no jinx on me. The Nullify danger remained, I used my teleport to bring one Royal Archer to the front. She attacked the Thought Spore together with a slinger, but they failed. One teleport spell left in my deck, and it had to be used on the Warlord to save him from his misery.
Murphy tried his best to stay alive. He summoned a Dwarf Panzerguard to the Warlords zone and a Goblin Grund to the new outpost near the Suppression Orb. After the Snappers snapped and the Clerics healed, we ended up with 24 Dmg this Round. Could have been worse…

Round 7 (Initiative Priestress/Warlord)
The problem was clear. I had to get to the Warlord to teleport him out. But with Force Hold (Enchanters Wardstone) I could not reach this goal without paying a price. On top of that, when I spend my mana to dispel, I cannot use it for Heal. But the situation brought us something good too: The Forcemaster had to pay lots of upkeep. In my brain another plan formed: I could teleport a Guardian Angel via Divine Intervention to the Warlord. With his summoned creatures, we might be able to kill the Snappers and the Tree. In the end, it was a very bad plan ….
I summoned the Guardian Angel and healed us with Healing Charm. No Nullify on me revealed. 
Henry used his sweeping attack against a Goblin Builder and a Slinger, the Slinger survived.
The first Slinger cought the Thought Spore off guard and killed it. The lucky second Slinger attack the Druid, a Goblin Grunt managed to pass by the Deflect of the Forcemaster. 5 Damage, not a bad start of the counter offensive.  Meanwhile, the Panzerguard tried to keep master safe and took some damage. According to our plan, Murphy summoned some more manpower in his zone: Orc Butcher.
The Druid and his Pixxi Fellella used enchants on two Vine Snappers to make their attacks unavoidable, probably to deal with any Creatures and their defenses. The Snappers focused this round on the Panzerguard to bring him down, but with no success. He survived with half of his hitpoints (like a Boss!). After healing with the three clerics and after casting the healing charm, our damage was down to 15. We actually thought our plan with the offensive in the Vine Tree zone would work.

Round 8 (Initiative Druid/Forcemaster)
Henry equipped his mage with the Gauntlets of Strength  via his Battle Forge, teleported himself in the direction of the poor Warlord and charged him with the Mongoose Agility from Fellella. The Warlord now facing the three Vine Snappers and the full equipped, full buffed melee Monster of Forcemaster.
Right after that, the Druid used his Quickcast to place 2 Bloodspine Walls around the Vine Tree zone, so it’s a cage, where escaping hurts you a lot. Additionally he used Surge Wave on the Orc Butcher Guard.
Murphy ordered his forces to be On Guard. The Panzerguard was killed by a very lucky hit from a Vine Snapper, the Orc Butcher took some Damage, but the Warlord received a pretty good hit from the Forcemaster. A Goblin Grunt was added to his forces, he spawned at the frontline Garrison Post and a Dwarfen Kriegsbiel to his own zone as a body guard. His forces attacked the lonely Druid this round with a Slingshot attack.
I spawned a Knight of Westlock and enchanted him with hidden Bear Strength. As a first step to bring help to the Warlord, I used my Action for a Seeking Dispel on the hidden enchant, that was still on my mage. I was very angry with myself when I found out It was only a Decoy. Well played Forcemaster!  In this situation I realized that the Suppression Orb was still the main problem. To destroy it, I planned on sending the Bear Strength Knight with Divine Intervention next Round.
After the healing actions from the clerics, it looked like this:
Team Priestress/Warlord    -> 34 Dmg/54 Life
Team Druid/Forcemaster   -> 13 Dmg/51 Life
Not a good situation for us. In the next round, there will be lots of damage to the Warlords zone (Double Strike from Forcemaster and three Vine Snappers)

Round 9 (Initiative Priestress/Warlord)
I was slowly losing my hope. The damage was to high to deal with. I expected this to be the last round. Simply because Murphy could not summon creatures as fast as the damage came in and I was not able to heal and come to rescue at the same time.
Murphy finally enchanted his zone with Fortified Position to keep his two guards safe (or safer than before). His Garrison Post near the Suppression Orb spawned a Goblin Slinger. The rest of the forces attacked the Suppression Orb and managed to get some good hits on it. But it was still active.
Henry surprised us with a Repulse. The Orc Butcher was pushed through the Bloodspine Wall to the Druids Zone, but he survived. The Kriegsbiel was pushed against the Wall, nothing a good armor cannot handle.  The double strike and the Scimitar attack at the Warlord hit us with naughty 10 critical Damage.
First, of course … the Vine Snappers. This round they snapped with 10 Damage total through the Armor. It started to look very grim for the Warlord. The Druid meditated for Mana, but received a good hit from the Orc Butcher.
Ok, the only thing, that kept us in the game were the Clerics. I had finally the possibility to get rid of the Force Hold enchantment. With the new freedom, I moved 1 zone closer to my Warlord friend and destroyed a vine marker. Mana for next all or nothing turn is essential.
Team Priestress/Warlord    -> 48 Dmg/54 Life
Team Druid/Forcemaster   -> 19 Dmg/51 Life

Round 10 (Initiative Druid/Forcemaster)
Henry spawned a Dragonscale Hauberk with his Forge for his Druid buddy, just to play safe, I suppose. After that he used his quickcast to hidden enchant the Warlord.
A teleport to safe haven is only possible of there is no nullify on the Warlord. With no Seeking Dispel in his deck, Murphy had to use Retaliate, his only enchant left, on himself to trigger that nullify eventually. And it did.
Johansson spend his quickcast to hidden enchant the Warlord again, probably a second nullify.
I now all comes down to this double strike with scimitar attack from the Melee Monster 
First strike 7 dice   -> 3 Dmg    ->   49/54  (we regenerated 2 at Upkeep Phase)
Second strike 4 dice   -> 2 Dmg   -> 51/54
Scimitar attack 3 dice  -> 2 Dmg   -> 53/54!!!
It was so fucking close, I was thanking the dice gods in this very moment.
The big moment: I moved in range and used my action for a Healing Charm on the Warlord. Nullify was triggered, the spell countered. Now, with no Nullifies left on the Warlord, I used the Teleport on him to bring the boy home.
The druid had his own Teleport ready, but he could not use it on my Priestress (no teleport on enemy mages), so he decided to send a Vine Snapper in my zone. Before the plant could attack, we were able to move a near Royal Archer to guard me against the attack. Safe for the moment. 
The rest of this round was the total opposite from the game before. We began to strike back. The Druid received some hits from the Orc Butcher and the Kriegsbiel, the teleported Vine Snapper was killed by Royal Archer, Slinger and Warlord and the Suppression Orb took good hits too (with little Daggers).
Team Priestress/Warlord    -> 48 Dmg/54 Life
Team Druid/Forcemaster   -> 27 Dmg/51 Life

Round 11 (Initiative Priestress/Warlord)
There was still a problem. The Forcemaster in 2 zones distance of Priestress and Warlord. With Force Pull and Force Push, we could have ended in the same situation as before. That had to be prevented. Good that it was our initiative
I played two Wall of Thornes to block the line of sight between us and the enemy mages. Henry used his prepared Force Hammer on one of these Walls and destroyed it. Line of sight possible again. But murphy had a Stone Wall prepared and could close the Blocking Wall again.
The Druid tried to get in range for an attack spell but was hindered by our creatures.  And suddenly he was the one standing in the middle of our troops, ready to be attacked. He used his Barskin to get some protection.
Success comes when needed most. The Suppression Orb was destroyed and out creatures could move at no mana cost. As consequence everyone and everything charged the Druid and he took very good hits from it.
Henry got a bloody scratch, when trying to jump over the Bloodspine Wall and closing in to where the action happened. But nothing was in his reach. Additionally the clerics did what the do best.
Team Priestress/Warlord    -> 42 Dmg/54 Life
Team Druid/Forcemaster   -> 38 Dmg/51 Life

Final Round (Initiative Druid/Forcemaster)
We anticipated 4 attack spells this round, the Forcemaster was not in range to attack in melee and it seemed that they got no Teleport for him left. So I focused on keeping us alive this time and prepared two minor heals. Henry and Johansson decided not to quick cast, so I could use the first heal.
Team Priestress/Warlord    -> 36 Dmg/55 Life (with regeneration in Upkeep)
Henry used the Forcemaster to charge in range and to cast a hidden enchantment 1 zone away from the Warlord. The quickcast pulled the Warlord in again, the revealed teleport trap beamed the Warlord to the other side of the walls, isolated from the rest. Again, not bad move. I like the use of teleport traps here.
Johansson used his last trump to cast 2 Hurl Bolders on the Warlord, 14 Dice for 19 Damage needed. But it was not enough. They only did 13 Damage. We had solid 6 Life left.
Priestress and Warlord
Our counterattack with all our troops was devastating. With the battle command Release Volley and the Horn of Gothos, our Rangers did a good amount of damage and we had still some creatures left. The killing blow came from Joseph Trublood with a 4 Dice Bim-Shalla Melee Attack :D

A very close and epic game. I hope you enjoyed!

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